603 Commits over 607 Days - 0.04cph!
fix foliage displacement feature causing scene view issues, avoid drawing viewmodel feature outside of the game view
add PerformanceText line for Rust Render Pipeline when enabled, getting harder to tell visually which pipeline we're using
RRP: water surfaces receive light from all light sources now, not just sun (forward+ lighting)
fix missing function in RRP billboard light
add RRP billboard lighting to Particle AddSmooth, fix error in PixelLit 6-Point
RRP BillboardLight logic consistency fix with BRP
fix active state for underwater effect not propagating
unity 6 VolumeManager fixes
DeployGuides: more explicit depth/stencil format
optimize depth buffer formats used by water render targets, post opaque depth RT needs no depth at all
convert depth-stencil format from TextureDesc to RenderTextureDescriptor more directly
further RRP particle/billboard lighting
SetupPass: supply global_MainLightingAtten for particle/billboard shading
fix g-buffer inconsistency for skin shading between BiRP and RRP
prefab merge fix, will need to redo this
progress on billboard/particle lighting conversion to RRP
lod baker: write output textures as tga instead of png
increase censorship pixelation size with decreasing camera FOV (binoculars, etc) to account for further away stuff taking up more screen area
add optional override for pixelation censorship pixel size, override it for player preview so it looks correct
finalize RRP underwater post processing
lod baker: distinguish identical mesh names
fix missing shader parameter used by post process effects
underwater post effect initial
remove debug print in WaterRendererFeature
organize deploy guide renderer feature code, fix LocalKeyword error when first bringing out a deploy guide
fix player_model changes stomped in merge
- implement refraction pass after regular transparents
- implement RenderPipelineSwitchNode and RenderPipelineCondition behaviours to toggle game objects depending on active render pipeline
- get player censorship working in RRP and keep it working in BiRP thru the new behaviors above
add RustForwardOpaque lightmode to opaque geometry pass
fix CCTVRemoteCamera missing vclouds and vfog components
potential fix for obscure Graphics.CopyTexture error spam in editor
put vclouds/vfog stuff under sky dome prefab so all scenes that have the sky dome pick them up automatically. should get rid of all black sky issues and workshop error
fix error rendering reflection probe when vclouds were disabled
add toggle for refraction screen edge fade behavior
merge from render_pipeline_testing (reflection fix)
fix vclouds not showing up in water reflections in BiRP
merge from render_pipeline_testing